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Posted: Wed May 24, 2006 4:54 am
Attacks
Fighter
Stage 1: Slash Shield
Stage 2: Spinning slash Protect Dire hit
Stage 3: Whirlwind Guardian Point-blank range
Ranger
Stage 1: Arrow shot Shield
Stage 2: Called shot Protect Hunters call
Stage 3: Dire shot Guardian Hunters bark
Mage
Stage 1: Telepathy Mind glow
Stage 2: Beta telepathy Sparks Shadow puppets
Stage 3: Gamma telepathy Lighting Darkness
Necromancer
Stage 1: Blood thief Summon: bones
Stage 2: Blood stealth Summon: skeleton Blood elixer
Stage 3: Blood stalker Summon: bone dragon Health of the heart
Priest
Stage 1: Heal Shield
Stage 2: Healing streams Protect Summon: Light
Stage 3: Heal all Guardian Summon: Guide
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Posted: Wed May 24, 2006 4:57 am
Fighter
Stage 1: Slash Offensive. Roll one 6 sided dice to calculate damage to opponent. Shield Defensive. Roll one 6 sided dice. If you roll a 4 or greater, you successfuly block the next attack.
Stage 2: Spinning slash Offensive. Roll one 10 sided dice to calculate damage to opponent. Protect Defensive. Roll one 10 sided dice. If you roll a 6 or greater, you successfuly block the next attack. Dire hit Offensive. You automatically do 4 damage to your opponent.
Stage 3: Whirlwind Offensive. Roll one 20 sided dice to calculate damage to opponent. Guardian Defensive. Roll one 20 sided dice. If you roll a 5 or greater, you successfuly block the next attack. Point-blank range Offensive. You automatically do 10 damage to your opponent.
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Posted: Wed May 24, 2006 4:58 am
Ranger
Stage 1: Arrow shot Offensive. Roll one 6 sided dice to calculate damage to opponent. Shield Defensive. Roll one 6 sided dice. If you roll a 4 or greater, you successfuly block the next attack.
Stage 2: Called shot Offensive. Roll one 10 sided dice to calculate damage to opponent. Protect Defensive. Roll one 10 sided dice. If you roll a 6 or greater, you successfuly block the next attack. Hunters call With this call you increase your chance of encountering a monster.
Stage 3: Dire shot Offensive. Roll one 20 sided dice to calculate damage to opponent. Guardian Defensive. Roll one 20 sided dice. If you roll a 5 or greater, you successfuly block the next attack. Hunters bark With this call you automatically encounter a monster. Can only be used once per day.
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Posted: Wed May 24, 2006 5:01 am
Mage
Stage 1: Telepathy Offensive. Automatically does 3 damage to opponents with a mentality. Mind glow Offensive. Roll one 6 sided dice to calculate damage to opponent.
Stage 2: Beta telepathy Offensive. Automatically does 6 damage to opponents with a mentality. Sparks Offensive. Roll one 10 sided dice to calculate damage to opponent. Shadow puppets When you cast shadow puppets, any attack you do in the next turn, the damage calculated is doubled.
Stage 3: Gamma telepathy Offensive. Automatically does 10 damage to opponents with a mentality. Lighting Offensive. Roll one 20 sided dice to calculate damage to opponent. Darkness When you cast darkness, any attack you do in the next turn, the damage is tripled.
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Posted: Wed May 24, 2006 5:02 am
Necromancer
Stage 1: Blood thief Offensive. Roll one 6 sided dice to calculate damage to opponent. Summon: bones Summons bones. Roll one 6 sided dice to calculate how many bones are summoned. If you roll 3 or above the bones do 5 damage. If you roll 2 or less you take 5 damage.
Stage 2: Blood stealth Offensive. Roll one 10 sided dice to calculate damage to opponent. Summon: skeleton Summons a skeleton. Roll one 10 sided dice to calculate damage. If you roll 5 or above the skeleton does 10 damage. If you roll 4 or less you take 10 damage. Blood elixer Heal yourself for 5HP. Can only be used once per battle.
Stage 3: Blood stalker Offensive. Roll one 20 sided dice to calculate damage to opponent. Summon: bone dragon Summons a bone dragon. Roll one 20 sided dice to calculate damage. If you roll 10 or above the dragon does 20 damage. If you roll 9 or less you take 20 damage. Health of the heart Heal yourself for 10HP. Can only be used once per battle.
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Posted: Wed May 24, 2006 5:03 am
Priest
Stage 1: Heal Heal yourself or another player for 3HP. Shield Defensive. Roll one 6 sided dice. If you roll a 4 or greater, you successfuly block the next attack.
Stage 2: Healing streams Heal yourself or another player for 7HP. Protect Defensive. Roll one 10 sided dice. If you roll a 6 or greater, you successfuly block the next attack. Summon: Light Summons light. Negates the effect of other summons.
Stage 3: Heal all Heal all fighting players for 10HP. Guardian Defensive. Roll one 20 sided dice. If you roll a 5 or greater, you successfuly block the next attack. Summon: Guide Summons a guide. You will be informed what the next attacking monster will be. Can only be used once per day.
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